A general discussion on tactics
by slugthog · in ThinkTanks · 09/22/2003 (4:52 pm) · 38 replies
Part I
No one else seems motivated so I suppose I will begin it. And since I'm so long winded this'll probably take up at the first two postings.
A wide open discussion on tactics and strategy.
Let me preface by affirming that I'm just shootin' from the hip here, these are my conclusions from my observations. I may change my opinions in a couple of weeks. One of you might point out an obvious flaw in my reasoning. After all I've only been playin' ThinkTanks for about a month.
So in no particular order but mostly about SCRUM because that's mostly what I play.
SCRUM/TEAM SCRUM: There is a body of players whose style is to trail along behind the ball carrier a shootin' and a hollerin' and launching projectiles and directing vile epithets at any an all who do not follow in their wake. Now theirs is certainly a popular tactic. But, like the old guy once said, which old guy I don't recall, just because something is popular doesn't mean it's a particularly smart. As any number of old guys have said, a stern chase is a long chase and not a particularly profitable one.
Now if you don't have any idea where a fellow is headed then chasin' along behind him might be a pretty good tactic but if you know where he's going, and in scrum you do know where he's going, then there is a lot to be said for getting between him and his objective. The more folks there are between the ball carrier and the goal the more problems he is going to have to solve in order to get the ball in the goal.
Sure you want to have a fellow or two chasin' along behind a whoopin' and a hollerin' just so he doesn't settle down on a hummock somewheres and give y'all the finger. Most of the rest of you probably want to be between the carrier and his objective, between him and the goal; some of you closer to the carrier; some of you closer to the goal.
SCRUM/TEAM SCRUM: Camping! There ain't no such thing. There's just the other guy got to the area of the goal before you did. If someone wants to settle down right inside that green column, no problem. For one thing the visibility from inside the goal isn't all that good. You got thosu green lines goin' around; you got bullets comin' in from every which a way; you got tanks bouncin' off you. It is my observation someone sitting inside the goal is much less of a threat that he would be outside of it.
If you die and respawn in the neighborhood of the goal it is generally more profitable to remain in that neighborhood than it is to go chasing out after the ball carrier, particularly if everyone else is out chasing after him. Remember, at some point he's going to have to come to you if he wants to scoret.
SCRUM/TEAM SCRUM: Killing folks after the point has been scored. Now just meditate on this one folks. When you kill, eliminate, another player then he is respawned at full strength and is just as likely to appear closer to the ball than he is currently. On the other hand, if you leave him smokin; and rattlin' he's going to be a darn sight easier to eliminate later should he find himself in possession of the ball.
SCRUM: Killing players who are away from the ball and killing defenders near the goal. If you aren't the ball carrier killing defenders ranks right up there with the other examples of recto-cranial inversion. All those other defenders are going to make it harder for the carrier to score a goal and the harder it is for him to score the greater the chance of you forcing a turn-over and scoring yourself.
slugthog the long winded
No one else seems motivated so I suppose I will begin it. And since I'm so long winded this'll probably take up at the first two postings.
A wide open discussion on tactics and strategy.
Let me preface by affirming that I'm just shootin' from the hip here, these are my conclusions from my observations. I may change my opinions in a couple of weeks. One of you might point out an obvious flaw in my reasoning. After all I've only been playin' ThinkTanks for about a month.
So in no particular order but mostly about SCRUM because that's mostly what I play.
SCRUM/TEAM SCRUM: There is a body of players whose style is to trail along behind the ball carrier a shootin' and a hollerin' and launching projectiles and directing vile epithets at any an all who do not follow in their wake. Now theirs is certainly a popular tactic. But, like the old guy once said, which old guy I don't recall, just because something is popular doesn't mean it's a particularly smart. As any number of old guys have said, a stern chase is a long chase and not a particularly profitable one.
Now if you don't have any idea where a fellow is headed then chasin' along behind him might be a pretty good tactic but if you know where he's going, and in scrum you do know where he's going, then there is a lot to be said for getting between him and his objective. The more folks there are between the ball carrier and the goal the more problems he is going to have to solve in order to get the ball in the goal.
Sure you want to have a fellow or two chasin' along behind a whoopin' and a hollerin' just so he doesn't settle down on a hummock somewheres and give y'all the finger. Most of the rest of you probably want to be between the carrier and his objective, between him and the goal; some of you closer to the carrier; some of you closer to the goal.
SCRUM/TEAM SCRUM: Camping! There ain't no such thing. There's just the other guy got to the area of the goal before you did. If someone wants to settle down right inside that green column, no problem. For one thing the visibility from inside the goal isn't all that good. You got thosu green lines goin' around; you got bullets comin' in from every which a way; you got tanks bouncin' off you. It is my observation someone sitting inside the goal is much less of a threat that he would be outside of it.
If you die and respawn in the neighborhood of the goal it is generally more profitable to remain in that neighborhood than it is to go chasing out after the ball carrier, particularly if everyone else is out chasing after him. Remember, at some point he's going to have to come to you if he wants to scoret.
SCRUM/TEAM SCRUM: Killing folks after the point has been scored. Now just meditate on this one folks. When you kill, eliminate, another player then he is respawned at full strength and is just as likely to appear closer to the ball than he is currently. On the other hand, if you leave him smokin; and rattlin' he's going to be a darn sight easier to eliminate later should he find himself in possession of the ball.
SCRUM: Killing players who are away from the ball and killing defenders near the goal. If you aren't the ball carrier killing defenders ranks right up there with the other examples of recto-cranial inversion. All those other defenders are going to make it harder for the carrier to score a goal and the harder it is for him to score the greater the chance of you forcing a turn-over and scoring yourself.
slugthog the long winded
About the author
#3
We need more like these!
09/22/2003 (8:23 pm)
I liked your post, slugthog! It was fun to read and informative.We need more like these!
#5
As a Heavy tank player, I especially relate to your comments on how a team of Heavies, Mediums, and Lights can work together. I don't know how many times I've been hung out to soak up the bullets of two or three light rats because all my team members decided to take off across the map. However, had they stayed in the vicinity, their quick circling and my steady firing could have likely taken out the whole mess of 'em.
I especially agree with your take on camping. The game is designed so that that is just a valid -- if not particularly useful -- strategy as anything. The trick is to get around them or use them. (I once was about to die, handed the scrum off to a camper, but used my knock to bang him into a team member behind him, who got the scrum and scored. Heh.) Heavy players are often called campers. Well, duh. We're big, heavy, and we sit and fire at the opposing team members who are firing on our buddies. We trundle in and force followers to go around us, hopefully providing a couple crucial microseconds to a team member with the scrum to get in the goal. And we're really good at irking others into unloading into us so they're not firing at the team members with the scrum, too :)
Anyway, good post. Don't know much else to add at the moment.
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Dementus
09/23/2003 (10:20 am)
I agree with pretty much everything in that post. You're giving away all the secrets, slugthog!As a Heavy tank player, I especially relate to your comments on how a team of Heavies, Mediums, and Lights can work together. I don't know how many times I've been hung out to soak up the bullets of two or three light rats because all my team members decided to take off across the map. However, had they stayed in the vicinity, their quick circling and my steady firing could have likely taken out the whole mess of 'em.
I especially agree with your take on camping. The game is designed so that that is just a valid -- if not particularly useful -- strategy as anything. The trick is to get around them or use them. (I once was about to die, handed the scrum off to a camper, but used my knock to bang him into a team member behind him, who got the scrum and scored. Heh.) Heavy players are often called campers. Well, duh. We're big, heavy, and we sit and fire at the opposing team members who are firing on our buddies. We trundle in and force followers to go around us, hopefully providing a couple crucial microseconds to a team member with the scrum to get in the goal. And we're really good at irking others into unloading into us so they're not firing at the team members with the scrum, too :)
Anyway, good post. Don't know much else to add at the moment.
--
Dementus
#6
Afraid I don't agree here. In team play I could see a goalie
argument as both teams could have one. In single player mode
sitting in the goal waiting for someone to bring you the scrum
is just lame. That's not playing! I hate campers, and despite
the fact that they very seldom win or score at all I still
hate the tactic and will occasionally thrill kill a camper.
I guess in the end that is the great thing about this game,
you can camp if you want and I can go play on different server
if I want (which I do when I think the camping is getting out
of hand).
"Him"
09/23/2003 (10:40 am)
"SCRUM/TEAM SCRUM: Camping! There ain't no such thing. There's just the other guy got to the area of the goal before you did. If someone wants to ........"Afraid I don't agree here. In team play I could see a goalie
argument as both teams could have one. In single player mode
sitting in the goal waiting for someone to bring you the scrum
is just lame. That's not playing! I hate campers, and despite
the fact that they very seldom win or score at all I still
hate the tactic and will occasionally thrill kill a camper.
I guess in the end that is the great thing about this game,
you can camp if you want and I can go play on different server
if I want (which I do when I think the camping is getting out
of hand).
"Him"
#7
My point being, camping removes the competitive nature of the game to a great degree by lowering it to a game of chance.
i dunno people, what's more fun to you? A hard-driving round of scrum, or one that you spend playing "avoid the knob-head in the goal"?
09/23/2003 (10:41 am)
Ok, i'm just gonna object to one point here. Camping in Scrum, "no such thing". Here is a theory that doesn't pan out in reality (such as it is...) Campers seldom score. They USUALLY become an obstacle that either dislodges the scrum from the hard-working carrier, or forces him/her to slam on the brakes to avoid said colision. Either way, this inevitably leads to the massive group head-butting exercise that we are all way too familiar with.My point being, camping removes the competitive nature of the game to a great degree by lowering it to a game of chance.
i dunno people, what's more fun to you? A hard-driving round of scrum, or one that you spend playing "avoid the knob-head in the goal"?
#8
i dunno people, what's more fun to you? A hard-driving round of scrum, or one that you spend playing "avoid the knob-head in the goal"?
---
It has been my experience that good "a hard driving round of scrum" generally includes playing "avoid the knob-head in the goal"
From your post it appears that what you describe as "a hard driving round of scrum" constitutes what I think of as the Offensive game. The attack game. But beyond trying to stuff the ball in the goal there is another side of scrum and that side is trying to keep the other guy from stuffing the ball into the goal.
I recognize that after running out and gnarling for the ball that it is frustrating to arrive at the goal only to find your access hampered by a cluster of defenders; but what are those folks supposed to do after you have wrested the ball from their grasp? Are they supposed to trail along behind as you pirouette into the undefended goal all the time cheering your masterful skill? Certainly not, they want that goal themselves and they are going to endeavor to wrest the ball back from you sweaty grip.
I doubt that it is your premise that once you have taken possession of the ball that the point belongs to you. If so, then what about the fellow who held the ball before you did? Didn't the goal belong to him? I doubt that you would suggest that the point be awarded to the first player to take possession? Can you imagine a game of football in which afterr the receiver caught the ball the safeties stood and cheered as he danced across the goal line? How about round ball in which everyone formed a conga line and followed along after the ball handler?
It just so happens that the best way to wrest the ball from your grip is to be between you and you objective, the goal. The closer you get to the goal the less room there is for other players to be between you and your objective. In a hard fought point soon everyone one is clustered around the goal "a-pushin' and a shovin'".
What about the players who choose other than light tanks? Do you believe that a player in a heavy would have any chance of success in the game if he had to run around chasing after the fellow in the light who was carrying the ball? Of course not. So where would you suggest he place himself? What should he do if he spawn nearer the goal than the ball? Should he galumph off after waht you call "the scrum" trailng farther and farther behind as the rabble of lights closes in on the goal?
If I fellow in a heavy sits near the goal do you consider him a camper? Would you "thrill kill" him as Bill says he is wont to do?
Next you say it removes the competitive nature of the game. Are you suggesting that the game becomes more competitive if it is easier to score?
You also say that heavy defense at the goal makes the game more random. If that is so then how come the best players still have the highest scores in games where there is a lot of defensive play? There may not be as many points scored but the distrubution of scores is rather consistent. There are strategies that improve a player's chance of taking possession in one of those melees and there are strategies that reduces a player's chances. How about this? If you find yourself in possession of the ball step back. Draw the defenders back with you. Do some bobbin' & weavin'. Dance farther back. Add in a couple of fakes. Make a hole and score.
sluggy
09/23/2003 (12:33 pm)
@wali dunno people, what's more fun to you? A hard-driving round of scrum, or one that you spend playing "avoid the knob-head in the goal"?
---
It has been my experience that good "a hard driving round of scrum" generally includes playing "avoid the knob-head in the goal"
From your post it appears that what you describe as "a hard driving round of scrum" constitutes what I think of as the Offensive game. The attack game. But beyond trying to stuff the ball in the goal there is another side of scrum and that side is trying to keep the other guy from stuffing the ball into the goal.
I recognize that after running out and gnarling for the ball that it is frustrating to arrive at the goal only to find your access hampered by a cluster of defenders; but what are those folks supposed to do after you have wrested the ball from their grasp? Are they supposed to trail along behind as you pirouette into the undefended goal all the time cheering your masterful skill? Certainly not, they want that goal themselves and they are going to endeavor to wrest the ball back from you sweaty grip.
I doubt that it is your premise that once you have taken possession of the ball that the point belongs to you. If so, then what about the fellow who held the ball before you did? Didn't the goal belong to him? I doubt that you would suggest that the point be awarded to the first player to take possession? Can you imagine a game of football in which afterr the receiver caught the ball the safeties stood and cheered as he danced across the goal line? How about round ball in which everyone formed a conga line and followed along after the ball handler?
It just so happens that the best way to wrest the ball from your grip is to be between you and you objective, the goal. The closer you get to the goal the less room there is for other players to be between you and your objective. In a hard fought point soon everyone one is clustered around the goal "a-pushin' and a shovin'".
What about the players who choose other than light tanks? Do you believe that a player in a heavy would have any chance of success in the game if he had to run around chasing after the fellow in the light who was carrying the ball? Of course not. So where would you suggest he place himself? What should he do if he spawn nearer the goal than the ball? Should he galumph off after waht you call "the scrum" trailng farther and farther behind as the rabble of lights closes in on the goal?
If I fellow in a heavy sits near the goal do you consider him a camper? Would you "thrill kill" him as Bill says he is wont to do?
Next you say it removes the competitive nature of the game. Are you suggesting that the game becomes more competitive if it is easier to score?
You also say that heavy defense at the goal makes the game more random. If that is so then how come the best players still have the highest scores in games where there is a lot of defensive play? There may not be as many points scored but the distrubution of scores is rather consistent. There are strategies that improve a player's chance of taking possession in one of those melees and there are strategies that reduces a player's chances. How about this? If you find yourself in possession of the ball step back. Draw the defenders back with you. Do some bobbin' & weavin'. Dance farther back. Add in a couple of fakes. Make a hole and score.
sluggy
#9
And Bill, you say, camping isn't playing. What makes it not playing? Is it because having to avoid defenders makes it a bit more difficult for you to score? If so then you may have a skills problem that you are trying to blame on the defenders
Have you ever watched Tanky play? "Campers" don't seem to keep him from being among the highest scorers in nearly every game in which he competes. I fact nothing seems to slow him in the least - except maybe my jokes.
If campers are a problem for you then you just haven't solved the problem of how to ovecome them.
Spend a few moments cogitating on it? There are lots of solutions that don't involve blaming someone else's playing style.
..sluggy
09/23/2003 (12:35 pm)
@ billAnd Bill, you say, camping isn't playing. What makes it not playing? Is it because having to avoid defenders makes it a bit more difficult for you to score? If so then you may have a skills problem that you are trying to blame on the defenders
Have you ever watched Tanky play? "Campers" don't seem to keep him from being among the highest scorers in nearly every game in which he competes. I fact nothing seems to slow him in the least - except maybe my jokes.
If campers are a problem for you then you just haven't solved the problem of how to ovecome them.
Spend a few moments cogitating on it? There are lots of solutions that don't involve blaming someone else's playing style.
..sluggy
#10
I've never had any problems with either of these players when the total number of players is no greater than five. But when the field is loaded, a couple of campers here and a few lurkers there basically deems the game an unentertaining, battlemode contest of who's-behind-who. What's the point of a talented runner dipsy-doodling his way around six players only to inevitably be smoked by the talentless four awaiting him in, around, or nearby the goal?
It is no small wonder why my peers and I primarily play team scrum. Each of us is unique in style, but all of us have the ability to run from end to end. Long, beautiful runs are admired. Camping is rendered useless. Swiping ( The Jangy Swipe) is marvelled upon. Defending and blocking - though not point getters - are congratulated for. All in a decorum of good taste and respect.
If the objective is to just get random/lazy-assed points and gloat, then by all means cliff dive, camp, lurk, shadow, do whatever stategy it takes. You won't get any respect from the talented few who wish to play a competitive, fast-paced, and entertaing game.
jangles
Edit: @ slug
Just read your post as I submitted mine. No one is saying don't counter-attack and try to gain possession of the flag. But have you ever seen the radar when the flag is on one side of the map and the goal at the other is loaded with red dots? These players ain't making any effort to engage in a fast-paced game. Perhaps your inability for mastering the run yet has forced you to defend the "defenders". If the object is points and points only, then by all means do what you want on whatever server you please.
09/23/2003 (12:40 pm)
I have to concur with both Him and wal on this one. Having been forced to play a great deal of single scrum with the team servers down, I've certainly seen more than my share of campers and what I like to call "Lurkers". Lurkers are those individuals that stay just beyond the periphery of the goal and wait patiently for the smoking runner to approach.I've never had any problems with either of these players when the total number of players is no greater than five. But when the field is loaded, a couple of campers here and a few lurkers there basically deems the game an unentertaining, battlemode contest of who's-behind-who. What's the point of a talented runner dipsy-doodling his way around six players only to inevitably be smoked by the talentless four awaiting him in, around, or nearby the goal?
It is no small wonder why my peers and I primarily play team scrum. Each of us is unique in style, but all of us have the ability to run from end to end. Long, beautiful runs are admired. Camping is rendered useless. Swiping ( The Jangy Swipe) is marvelled upon. Defending and blocking - though not point getters - are congratulated for. All in a decorum of good taste and respect.
If the objective is to just get random/lazy-assed points and gloat, then by all means cliff dive, camp, lurk, shadow, do whatever stategy it takes. You won't get any respect from the talented few who wish to play a competitive, fast-paced, and entertaing game.
jangles
Edit: @ slug
Just read your post as I submitted mine. No one is saying don't counter-attack and try to gain possession of the flag. But have you ever seen the radar when the flag is on one side of the map and the goal at the other is loaded with red dots? These players ain't making any effort to engage in a fast-paced game. Perhaps your inability for mastering the run yet has forced you to defend the "defenders". If the object is points and points only, then by all means do what you want on whatever server you please.
#11
whew. thanks all for lettin' me vent
09/23/2003 (1:03 pm)
Agreed. & let me just clarify one thing. I speak of extremes here. Those times when you get someone parked there for every run. the ones where you look at the map & see everyone bolt for the scrum, EXCEPT our good camper who runs in a beeline for the fresh goal. (and yes, these are the same good folk who will jump off to avoid getting killed with the scrum)whew. thanks all for lettin' me vent
#12
For the most part, this discussion could be rendered moot if the goal was just a tiny bit bigger.
When's the last time you saw a goalie as wide as the goal?
LC50
09/23/2003 (1:06 pm)
Well put Jangles.For the most part, this discussion could be rendered moot if the goal was just a tiny bit bigger.
When's the last time you saw a goalie as wide as the goal?
LC50
#13
And all this talk about talentless folks or talented few is awful elitist for what is supposed to be a pretty lighthearted fun game.
Also, talk of thrill killing when you feel someone has broken some rule you created in your head is unsettling as well. Who makes you judge, jury, and executioner of these ephemeral rules? The only hard rule I know of is "Scrum is not Battle Mode" (i.e. never trying for the scrum at all and just chasing and killing folks). Any other rule is highly debatable. Is sitting in the goal camping? Outside it? Just outside it? How far away is not camping but lurking instead? And is this lurking distance different for each type of tank?
Feh! Just get on with the freakin' game and work around the strategies people use by devising your own strategies. Bringing it down to the level of an elementary school playground ("You're dead!" "No I'm not!") is ridiculous and makes the game less fun for everyone -- both those in the light tanks that think long runs are the way to play and those in the heavies who think run and block are the way to play.
09/23/2003 (1:08 pm)
I agree with sluggy. I see enough people masterfully maneuver around people in the goal that I think those who shout "camper" are just jealous that they can't maneuver as well or are lazy-assed themselves and don't want to learn. I can't play a light tank worth crap, but I don't blame my inability on all those other folks getting in my way. :)And all this talk about talentless folks or talented few is awful elitist for what is supposed to be a pretty lighthearted fun game.
Also, talk of thrill killing when you feel someone has broken some rule you created in your head is unsettling as well. Who makes you judge, jury, and executioner of these ephemeral rules? The only hard rule I know of is "Scrum is not Battle Mode" (i.e. never trying for the scrum at all and just chasing and killing folks). Any other rule is highly debatable. Is sitting in the goal camping? Outside it? Just outside it? How far away is not camping but lurking instead? And is this lurking distance different for each type of tank?
Feh! Just get on with the freakin' game and work around the strategies people use by devising your own strategies. Bringing it down to the level of an elementary school playground ("You're dead!" "No I'm not!") is ridiculous and makes the game less fun for everyone -- both those in the light tanks that think long runs are the way to play and those in the heavies who think run and block are the way to play.
#14
>But have you ever seen the radar when the flag is on one side of the map and the goal at the other is loaded with red dots?
I have. Being in a heavy, I am likely one of those dots. And, in fact, I'm probably sitting there firing at them and weakening them in preparation for the coming scrum, which I plan to steal.
Your rules would make it impossible for any other tank but a light tank to play scrum. There is no way I can trundle across the map and back in a heavy, and I enjoy playing the heavy tank. I've nearly won scrum (not Team Scrum) a few times in one, too, so I don't believe it is impossible. (Although the fact the light knocks me around so much more since v1.1 has made scoring lower...)
>these are the same good folk who will jump off to avoid getting killed with the scrum
While it may be these people are jumping purposefully, you can never be so sure. Yesterday I was playing a light tank and went over the edge several times because I just can't control the things. If I had had the Scrum (and I did once), your rule would have made me a target for your vengeful gun...
--
Dementus
09/23/2003 (1:17 pm)
A couple quotes (unattributed):>But have you ever seen the radar when the flag is on one side of the map and the goal at the other is loaded with red dots?
I have. Being in a heavy, I am likely one of those dots. And, in fact, I'm probably sitting there firing at them and weakening them in preparation for the coming scrum, which I plan to steal.
Your rules would make it impossible for any other tank but a light tank to play scrum. There is no way I can trundle across the map and back in a heavy, and I enjoy playing the heavy tank. I've nearly won scrum (not Team Scrum) a few times in one, too, so I don't believe it is impossible. (Although the fact the light knocks me around so much more since v1.1 has made scoring lower...)
>these are the same good folk who will jump off to avoid getting killed with the scrum
While it may be these people are jumping purposefully, you can never be so sure. Yesterday I was playing a light tank and went over the edge several times because I just can't control the things. If I had had the Scrum (and I did once), your rule would have made me a target for your vengeful gun...
--
Dementus
#15
In team I do whatever it takes to help the team win. I use my compass sometimes like a quarterback scrambles...waiting for my teammates to get in optimum position for a team assault on the goal.
Like Wal & most others I regularly play with, I prefer a fast game without a lot of sitting. My favorite part of the game is the drive.
Az
Hey J :P hehe
09/23/2003 (1:26 pm)
Since 1.1 made shooting easier I find myself getting killed more often from scrum spawn to goal. That being said, I pursue the first scrum spawn and from there its %100 radar-compass. Wherever I respawn I make the most of it from what my compass and sight tell me. Camping for me doesn't pack much excitement. However if being in the VICINITY of the goal is my best move I'll make it. In team I do whatever it takes to help the team win. I use my compass sometimes like a quarterback scrambles...waiting for my teammates to get in optimum position for a team assault on the goal.
Like Wal & most others I regularly play with, I prefer a fast game without a lot of sitting. My favorite part of the game is the drive.
Az
Hey J :P hehe
#16
So I'm entitled to an opinion as long as it's yours? And who said anything about rules? It's a question of taste and preference. If you read my post, I stated I didn't like single scrum with large numbers. I prefer not bringing my smoking carcass with flag on brain to a multitude of "defenders". (What would a match be without a flag carrier?) In those instances, the dynamics change for the game I prefer and I suggest teams or leave the server. No harm done.
For those of us who like the fast-paced game, we have League of Screams and PsychoScrum League. But I doubt you will find an elitist attitude from any of us towards any other players in a regular match; but rather, a good deal of "light-hearted" humour. Actions speak louder than words, and in all games people play, there's an inherent understanding of who is good and who is not. If you have the right to be crappy in a light tank and can only defend in a heavy, I also have the right to not play against you while you wait for me with five of your friends.
jangles
09/23/2003 (3:09 pm)
@Dementus,So I'm entitled to an opinion as long as it's yours? And who said anything about rules? It's a question of taste and preference. If you read my post, I stated I didn't like single scrum with large numbers. I prefer not bringing my smoking carcass with flag on brain to a multitude of "defenders". (What would a match be without a flag carrier?) In those instances, the dynamics change for the game I prefer and I suggest teams or leave the server. No harm done.
For those of us who like the fast-paced game, we have League of Screams and PsychoScrum League. But I doubt you will find an elitist attitude from any of us towards any other players in a regular match; but rather, a good deal of "light-hearted" humour. Actions speak louder than words, and in all games people play, there's an inherent understanding of who is good and who is not. If you have the right to be crappy in a light tank and can only defend in a heavy, I also have the right to not play against you while you wait for me with five of your friends.
jangles
#17
This is about tactics. Let's not get our personalities involved. I began this thread with the intention of improving my skills as well as expounding some of my pet theories.
What I see evolving is that there are some general categories of players. Rollers and croucher.
It seems that for the rollers the epitome of the game is a race across the field "a bobbin & a weavin' smokin & a smolderin' " culminating in the orgasmic satisfaction of successfully crossing the goal line. They appear to enjoy the one-on-one competition of roller against roller. I can appreciate their enjoyment of that aspect of the game.
I, on the other hand, am a croucher. The high point of the game for me is gettin' between the roller and the goal and makin' him work for that point. If I can slow him of for five or ten seconds that could be enough time for one of the rollers on my team to snap the ball away from him and score. I llke plottin' a course that cuts off a couple of opposing tanks and opening a window for the carrier. I like bumpin' a defender out of the goal just in time. I like I enjoy gettin' between the carrie and his pursuers and absorbing enough of their fire so that he makes it across the goal line.
I'd never make a very good roller. Just don't have the attitude. Besides carrying the ball doesn't provide me the freedom to drop in the occasional one-liner.
Am I correct in assuming that we are in agreement that for the moderately skilled player someone sitting inside the goal is an annoyance but not a serious hinderance to a player's ability to score?
Jangles, I can see your frustration with SCRUM with too many plalyerws on the field. Particularly inexperienced players who seem to do little more than make the game more random.
Az, and Jangles, what are the chances of you posting a short lesson on using the radar. I know that I don't use it well and that the best players seem to use it almost exclusively. My biggest problem with the radar is that I do not seem to be able to distinguish ranges very well on it. Obviously it is not linear. Do you have some onsight on how the linearity changes as the range increases?
sluggy
09/23/2003 (4:07 pm)
First: Lighten up everyone. Jangles I don't believe that Dementus intended to deny your opinion. Remember that defenders take a lot of flack in a game for most other players. It's difficult enough to play well in a heavy without having to listen to the almost continual accusations that one is somehow not playing by the rules when one does not charge out after the ball.This is about tactics. Let's not get our personalities involved. I began this thread with the intention of improving my skills as well as expounding some of my pet theories.
What I see evolving is that there are some general categories of players. Rollers and croucher.
It seems that for the rollers the epitome of the game is a race across the field "a bobbin & a weavin' smokin & a smolderin' " culminating in the orgasmic satisfaction of successfully crossing the goal line. They appear to enjoy the one-on-one competition of roller against roller. I can appreciate their enjoyment of that aspect of the game.
I, on the other hand, am a croucher. The high point of the game for me is gettin' between the roller and the goal and makin' him work for that point. If I can slow him of for five or ten seconds that could be enough time for one of the rollers on my team to snap the ball away from him and score. I llke plottin' a course that cuts off a couple of opposing tanks and opening a window for the carrier. I like bumpin' a defender out of the goal just in time. I like I enjoy gettin' between the carrie and his pursuers and absorbing enough of their fire so that he makes it across the goal line.
I'd never make a very good roller. Just don't have the attitude. Besides carrying the ball doesn't provide me the freedom to drop in the occasional one-liner.
Am I correct in assuming that we are in agreement that for the moderately skilled player someone sitting inside the goal is an annoyance but not a serious hinderance to a player's ability to score?
Jangles, I can see your frustration with SCRUM with too many plalyerws on the field. Particularly inexperienced players who seem to do little more than make the game more random.
Az, and Jangles, what are the chances of you posting a short lesson on using the radar. I know that I don't use it well and that the best players seem to use it almost exclusively. My biggest problem with the radar is that I do not seem to be able to distinguish ranges very well on it. Obviously it is not linear. Do you have some onsight on how the linearity changes as the range increases?
sluggy
#18
sluggy
09/23/2003 (4:48 pm)
Here's a problem for which I haven't been able to discern a tactical solution, alliances in non-team games. Who has a clue on that one?sluggy
#19
Offensively I try and use the mind set of lets say a Paul Hornung.
Defensively it would be Ronnie Lott.
I use the radar to improve my vision on the field, judge general offensive direction, and distance to goal of my opponent. Being older I'm not as quick as some but I find using my mind this way keeps me at least competitive usually.
Az
09/23/2003 (4:49 pm)
Wot and give up me secrets? lolOffensively I try and use the mind set of lets say a Paul Hornung.
Defensively it would be Ronnie Lott.
I use the radar to improve my vision on the field, judge general offensive direction, and distance to goal of my opponent. Being older I'm not as quick as some but I find using my mind this way keeps me at least competitive usually.
Az
#20
I can make azimuth work well enough but range is confusing to me. How accurate a range judgement can you make with radar?
I believe that Jangles once said that he runs nearly all the time by radar.
sluggy
09/23/2003 (5:06 pm)
Az,I can make azimuth work well enough but range is confusing to me. How accurate a range judgement can you make with radar?
I believe that Jangles once said that he runs nearly all the time by radar.
sluggy
Torque Owner slugthog
SCRUM/TEAM SCRUM: Getting back at someone because he "stole your flag/goal". Forget about it. If you didn't make the goal and he did, it wasn't yours it was his; whether because he was more skillful or because he paid off the officials. Forget about it. Get on with the game. Score more points than he does.
TEAM BATTLEMODE: Stick together particularly heavies and mediums. Lights are like rats. They like to overwhelm a lone heavy, or medium, and nibble at him until he is eliminated but if the heavies and mediums stick together in teams of two or three they can exterminate those rat packs before they get close enough to do real damage.
BATTLEMODE/TEAM BATTLEMODE: Shoot & Scoot. If it's good enough for the US Army, and it is good enough for the US Army, then I should be okay for you. Whenever possible shoot from behind cover and from as far away as possible. After you make a few hits duck behind a hill or a rock or a tree and move somewhere else. Rinse and repeat. If you shoot at someone and he charges you - Run Away. Shoot & Scoot.
TEAM SCRUM: Defense vs offense. Everyone wants to be the hero. Everyone wants to score the goal. Poo pah. In ThinkTanks as well as in that other world out there, heroes make their reputations on the dead bodies of the defenders who made their heroism possible.
I may be alone in this but I find a hard fought battle at the goal a whole lot more exciting, and fun, than watching Tanky and Hugo rum up and down the map scoring goals. (No offense T & H just picked yer names out of the hat)
OFFENSIVE PLAYER NAMES: Another example of recto-cranial inversion. Wit dominates vulgarity in every field of endeavor. 'Sides how you gonna respond when yer mom walks in unexpectedly looks at the screen and declares, "No More! I will not have you playing a game with someone named BUTT CRACK ASS SUCKER." What are you going to tell her, "But mom, I'm BUTT CRACK ASS SUCKER." Yeah right! as She Who Must BE Obeyed would say.
Vulgarity is easy - Wit requires at least a modicum of talent and it's a damned sight more amusing.
slugthog the incredibly long winded